IMHO, there needs to be a distinction between opening an overly-large
web context - and resizing one after creation.
In the former case, it would be nice if WebGL could do the best it can
to meet your demands - just as it does if you demand (say) antialiassing
and it can't do it. Of course we must provide some means (such as
querying the canvas.height/width) to find out that you didn't get what
you wanted. This allows simple applications to be as uncomplicated as
possible and that's important for widespread adoption.
In the latter case - which is a more sophisticated operation, producing
an error message and either refusing to do the resize or producing the
largest allowed size would seem to be the simplest thing...again, with a
way to query what you have left after all the fuss has died down.
I'd like to avoid loss-of-context stuff at all costs.
The OpenGL spec completely ducks the issue of context creation and
management - that's the job of the wgl and glX libraries - and those
aren't portable.
-- Steve
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